Station clocks Creating clocks to synchronize with simulation
#1
Posted 13 December 2016 - 04:04 PM
#2
Posted 13 December 2016 - 04:13 PM
Thanks
#4
Posted 14 December 2016 - 04:25 AM
I'm thinking there would have to be a defined animation object that could be attached/included as part of 3D scenery/structures. We can have animated scenery objects, so that's probably a start. It would have to be defined as a clock and have a means to get input from the simulation's in-world time. Could it get the time in the same way as a digital clock display in a locomotive cab?
#5
Posted 14 December 2016 - 06:30 PM
http://www.elvastower.com/forums/public/style_emoticons/default/oldstry.gif
#6
Posted 15 December 2016 - 12:02 AM
thegrindre, on 14 December 2016 - 06:30 PM, said:
http://www.elvastower.com/forums/public/style_emoticons/default/oldstry.gif
Its no more a waste of resources than almost any high detailed graphics in a train sim, it would be nice though if there was a general animation format where a developer could easily animate anything mechanical as one can do in OpenBVE.
Lindsay
#7
Posted 15 December 2016 - 03:48 AM
#8
Posted 15 December 2016 - 06:35 AM
#9
Posted 15 December 2016 - 11:23 AM
#10
Posted 15 December 2016 - 12:00 PM
cjakeman, on 15 December 2016 - 11:23 AM, said:
Thanks,
The Attachment below contains the Docs for the Animated and the CSV file formats also the source code for AnimatedObjectParser.cs
This is from an older version of openBVE

Number of downloads: 592
There are two main OpenBVE sites.......
http://openbve-project.net/
and
https://sites.google...openbvesim/home
I cannot at this stage find the complete docs, the above are stated to be out of date, but the seem to match the source code. I found it easy to read both the Docs and the code and I believe show great promise.OpenBVE states any of there code can be reused as long as it is made clear the reused code is NO LONGER part of openBVE.
Note: I do have the complete docs and source for this particular version of openBVE, it is now several years old, but there's only a couple of people working on it now and not a lot of movement.
Lindsay
#11
Posted 15 December 2016 - 12:07 PM
But don't think it is real "advantage".
#12
Posted 15 December 2016 - 12:41 PM
cjakeman, on 15 December 2016 - 11:23 AM, said:
Thanks,
The Attachment below contains the Docs for the Animated and the CSV file formats also the source code for AnimatedObjectParser.cs
This is from an older version of openBVE

Number of downloads: 592
There are two main OpenBVE sites.......
http://openbve-project.net/
and
https://sites.google...openbvesim/home
I cannot at this stage find the complete docs on the web, the above are stated to be out of date, but the seem to match the source code. I found it easy to read both the Docs and the code and I believe show great promise.OpenBVE states any of there code can be reused as long as it is made clear the reused code is NO LONGER part of openBVE.
Lindsay
#13
Posted 15 December 2016 - 12:46 PM
Lindsay
#14
Posted 16 December 2016 - 12:38 AM
"All openBVE Content released fall under the Creative Commons Attribution, Non-Profit, Share-Alike 3.0 Unported license"
Sadly the openbve website that carried the docs including the Forking doc is no longer with us.
Lindsay
#15
Posted 16 December 2016 - 07:11 AM
NF1-800, on 13 December 2016 - 04:04 PM, said:
A great idea I think! A standard is conceivable, which treats a shape as analogue clock with special names of the subobjects (similar to the subobject name "TRACKPIECE" at turntables). For example:

So no animation in the shape would be necessary, only the pivots have to be centrally aligned. No further files are needed in OR. The subobject names itself would declare a shape as a analoge clock.